| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +6 |
| DEX | 18 | +4 | +12 |
| CON | 18 | +4 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +10 |
| WIS | 14 | +2 | +9 |
| CHA | 20 | +5 | +14 |
Cursed Technique: Polymirrorism
Avery weaponizes reflections, cracks, and liquefied mirrors.
All reflective surfaces within 60 ft are under their control.
If no reflective surface exists, Avery may create spectral mirror panels (AC 15, 20 HP each).
Actions
Multiattack
Avery makes two Shard Lash attacks.
Shard Lash
Ranged Spell Attack: +10 to hit, range 120 ft., one target.
Hit: 19 (3d8 + 5) force damage.
If the target is adjacent to a reflective surface, the attack can originate from the surface instead of Avery.
Mercury Phase (Recharge 5–6)
Reflective surfaces in a 30-ft radius liquefy for 1 minute.
Area becomes difficult terrain for enemies.
Creatures starting their turn in the area must succeed on a DC 18 Dexterity saving throw or:
-
Be restrained until end of turn
-
Take 14 (4d6) force damage
Avery may move through this area without penalty.
Shattered Alignment (1/Day)
Avery creates 3 fractured duplicates.
Each duplicate:
-
AC 16
-
30 HP
-
Deals half damage
Duplicates act on Avery’s initiative.
If destroyed, they explode in glass shards, forcing creatures within 10 ft to make a DC 18 Dex save or take 10 (3d6) force damage.
Faultline Waltz (Recharge 4–6)
Avery tears a crack in space in a 40-ft line.
Creatures in the line must make a DC 18 Dexterity saving throw.
On a failure:
-
Take 36 (8d8) force damage
-
Be knocked prone
On success:
-
Half damage
-
Remain standing
The line becomes unstable terrain; the next attack passing through it redirects at a 90-degree angle.
Reflection Authority
As a bonus action, Avery may:
-
Swap places with a reflection within 60 ft.
-
Cause a creature to take damage by striking its reflection instead.
When a creature within 60 ft takes damage, Avery can use their reaction to reduce the damage by half and reflect the other half as force damage to another creature within 30 ft.
Reaction
Reverse Surface
When a creature within 60 ft makes an attack, Avery forces it to make a DC 18 Charisma saving throw.
On failure:
-
The creature attacks its own reflection instead.
-
The attack automatically misses.
-
The creature takes 14 (4d6) psychic damage.
Legendary Actions (3 per round)
Mirror Step. Teleport up to 30 ft between reflections.
Shard Pulse. Deal 10 (3d6) force damage to a creature touching a reflective surface.
Crack Reality (Costs 2 Actions). Create a floating mirror panel granting Avery half cover.
Domain Equivalent — Infinite Atrium: Prism of Becoming (1/Day)
For 1 minute:
-
The battlefield becomes fully reflective.
-
Avery can teleport freely between any two points in the area.
-
All attacks against Avery have disadvantage.
-
When Avery hits with Shard Lash, it creates a second delayed hit at the start of the target’s next turn (automatic 2d8 force damage).
Creatures starting their turn must succeed on a DC 18 Wisdom saving throw or become disoriented (speed halved, disadvantage on Perception checks).
Description
Avery Vale, The Fractured Prism
Medium humanoid (human), chaotic neutral
Armor Class 18 (Mirror Distortion)
Hit Points 155 (18d8 + 72)
Speed 30 ft.
STR 12 (+1)
DEX 18 (+4)
CON 18 (+4)
INT 16 (+3)
WIS 14 (+2)
CHA 20 (+5)
Saving Throws Dex +9, Con +9, Cha +10
Skills Performance +10, Arcana +8, Insight +7, Acrobatics +9
Damage Resistances psychic, force
Condition Immunities charmed, frightened (while reflection active)
Senses passive Perception 12
Challenge 11 (7,200 XP)
Cursed Technique: Polymirrorism
Avery weaponizes reflections, cracks, and liquefied mirrors.
All reflective surfaces within 60 ft are under their control.
If no reflective surface exists, Avery may create spectral mirror panels (AC 15, 20 HP each).
Reflection Authority
As a bonus action, Avery may:
-
Swap places with a reflection within 60 ft.
-
Cause a creature to take damage by striking its reflection instead.
When a creature within 60 ft takes damage, Avery can use their reaction to reduce the damage by half and reflect the other half as force damage to another creature within 30 ft.
Actions
Multiattack
Avery makes two Shard Lash attacks.
Shard Lash
Ranged Spell Attack: +10 to hit, range 120 ft., one target.
Hit: 19 (3d8 + 5) force damage.
If the target is adjacent to a reflective surface, the attack can originate from the surface instead of Avery.
Mercury Phase (Recharge 5–6)
Reflective surfaces in a 30-ft radius liquefy for 1 minute.
Area becomes difficult terrain for enemies.
Creatures starting their turn in the area must succeed on a DC 18 Dexterity saving throw or:
-
Be restrained until end of turn
-
Take 14 (4d6) force damage
Avery may move through this area without penalty.
Shattered Alignment (1/Day)
Avery creates 3 fractured duplicates.
Each duplicate:
-
AC 16
-
30 HP
-
Deals half damage
Duplicates act on Avery’s initiative.
If destroyed, they explode in glass shards, forcing creatures within 10 ft to make a DC 18 Dex save or take 10 (3d6) force damage.
Faultline Waltz (Recharge 4–6)
Avery tears a crack in space in a 40-ft line.
Creatures in the line must make a DC 18 Dexterity saving throw.
On a failure:
-
Take 36 (8d8) force damage
-
Be knocked prone
On success:
-
Half damage
-
Remain standing
The line becomes unstable terrain; the next attack passing through it redirects at a 90-degree angle.
Reaction
Reverse Surface
When a creature within 60 ft makes an attack, Avery forces it to make a DC 18 Charisma saving throw.
On failure:
-
The creature attacks its own reflection instead.
-
The attack automatically misses.
-
The creature takes 14 (4d6) psychic damage.
Legendary Actions (3 per round)
Mirror Step. Teleport up to 30 ft between reflections.
Shard Pulse. Deal 10 (3d6) force damage to a creature touching a reflective surface.
Crack Reality (Costs 2 Actions). Create a floating mirror panel granting Avery half cover.
Domain Equivalent — Infinite Atrium: Prism of Becoming (1/Day)
For 1 minute:
-
The battlefield becomes fully reflective.
-
Avery can teleport freely between any two points in the area.
-
All attacks against Avery have disadvantage.
-
When Avery hits with Shard Lash, it creates a second delayed hit at the start of the target’s next turn (automatic 2d8 force damage).
Creatures starting their turn must succeed on a DC 18 Wisdom saving throw or become disoriented (speed halved, disadvantage on Perception checks).
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments